Three Heads Are Better Than One. The Bone Daddy has advantage on Initiative checks, Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Bonemerang. Ranged Weapon Attack: +4 to hit, range 60/120 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. On a miss the bonemerang returns to the Bone Daddy.
Clickety Clack (Recharge 4-6). The bone daddy starts shaking and rattling. Creatures within 10ft. must make a DC12 constitution saving throw or suffer 10 (3d6) thunder damage and be frightened until the end of the Bone Daddy's next turn. On a success they suffer half damage.
The Bone Daddy can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Bone Daddy regains spent legendary actions at the start of its turn.
Attack. The Bone Daddy makes one shortsword attack or bonemerang attack.
Move. The Bone Daddy moves up to half its speed.
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